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Split out types
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parent
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commit
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@ -7,7 +7,6 @@ using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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@ -62,11 +61,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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}
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}
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public override void PopulateScore(ScoreInfo score)
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{
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base.PopulateScore(score);
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}
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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@ -78,16 +72,4 @@ namespace osu.Game.Rulesets.Osu.Scoring
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public override HitWindows CreateHitWindows() => new OsuHitWindows();
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}
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public class TimingDistribution
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{
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public readonly int[] Bins;
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public readonly double BinSize;
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public TimingDistribution(int binCount, double binSize)
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{
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Bins = new int[binCount];
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BinSize = binSize;
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}
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}
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}
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17
osu.Game.Rulesets.Osu/Scoring/TimingDistribution.cs
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17
osu.Game.Rulesets.Osu/Scoring/TimingDistribution.cs
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@ -0,0 +1,17 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class TimingDistribution
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{
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public readonly int[] Bins;
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public readonly double BinSize;
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public TimingDistribution(int binCount, double binSize)
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{
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Bins = new int[binCount];
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BinSize = binSize;
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}
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}
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}
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186
osu.Game.Rulesets.Osu/Statistics/Heatmap.cs
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186
osu.Game.Rulesets.Osu/Statistics/Heatmap.cs
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@ -0,0 +1,186 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Statistics
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{
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public class Heatmap : CompositeDrawable
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{
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/// <summary>
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/// Full size of the heatmap.
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/// </summary>
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private const float size = 130;
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to <see cref="size"/>.
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/// All other points outside of the inner circle are "miss" points.
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/// </summary>
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private const float inner_portion = 0.8f;
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private const float rotation = 45;
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private const float point_size = 4;
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private Container<HitPoint> allPoints;
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public Heatmap()
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{
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Size = new Vector2(size);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
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Masking = true,
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BorderThickness = 2f,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#202624")
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}
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = -rotation,
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Alpha = 0.3f,
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},
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = rotation
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 10,
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Height = 2f,
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Y = -1,
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Width = 2f,
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Height = 10,
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}
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}
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},
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allPoints = new Container<HitPoint> { RelativeSizeAxes = Axes.Both }
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};
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Vector2 centre = new Vector2(size / 2);
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int rows = (int)Math.Ceiling(size / point_size);
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int cols = (int)Math.Ceiling(size / point_size);
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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Vector2 pos = new Vector2(c * point_size, r * point_size);
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HitPointType pointType = HitPointType.Hit;
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if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
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pointType = HitPointType.Miss;
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allPoints.Add(new HitPoint(pos, pointType)
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{
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Size = new Vector2(point_size),
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Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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});
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}
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}
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}
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public void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
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double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
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double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
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float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Find the most relevant hit point.
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double minDist = double.PositiveInfinity;
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HitPoint point = null;
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foreach (var p in allPoints)
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{
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Vector2 localCentre = new Vector2(size / 2);
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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double localAngle = finalAngle + 3 * Math.PI / 4;
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
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if (dist < minDist)
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{
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minDist = dist;
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point = p;
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}
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}
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Debug.Assert(point != null);
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point.Increment();
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}
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private class HitPoint : Circle
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{
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private readonly HitPointType pointType;
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public HitPoint(Vector2 position, HitPointType pointType)
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{
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this.pointType = pointType;
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Position = position;
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Alpha = 0;
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}
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public void Increment()
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{
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if (Alpha < 1)
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Alpha += 0.1f;
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else if (pointType == HitPointType.Hit)
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Colour = ((Color4)Colour).Lighten(0.1f);
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}
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}
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private enum HitPointType
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{
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Hit,
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Miss
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}
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}
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}
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139
osu.Game.Rulesets.Osu/Statistics/TimingDistributionGraph.cs
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139
osu.Game.Rulesets.Osu/Statistics/TimingDistributionGraph.cs
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@ -0,0 +1,139 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Osu.Scoring;
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namespace osu.Game.Rulesets.Osu.Statistics
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{
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public class TimingDistributionGraph : CompositeDrawable
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{
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/// <summary>
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/// The number of data points shown on the axis below the graph.
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/// </summary>
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private const float axis_points = 5;
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/// <summary>
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/// An amount to adjust the value of the axis points by, effectively insetting the axis in the graph.
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/// Without an inset, the final data point will be placed halfway outside the graph.
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/// </summary>
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private const float axis_value_inset = 0.2f;
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private readonly TimingDistribution distribution;
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public TimingDistributionGraph(TimingDistribution distribution)
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{
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this.distribution = distribution;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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int maxCount = distribution.Bins.Max();
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var bars = new Drawable[distribution.Bins.Length];
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for (int i = 0; i < bars.Length; i++)
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bars[i] = new Bar { Height = (float)distribution.Bins[i] / maxCount };
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Container axisFlow;
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InternalChild = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[] { bars }
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}
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},
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new Drawable[]
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{
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axisFlow = new Container
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y
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}
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},
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},
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RowDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.AutoSize),
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}
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};
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// We know the total number of bins on each side of the centre ((n - 1) / 2), and the size of each bin.
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// So our axis will contain one centre element + 5 points on each side, each with a value depending on the number of bins * bin size.
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int sideBins = (distribution.Bins.Length - 1) / 2;
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double maxValue = sideBins * distribution.BinSize;
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double axisValueStep = maxValue / axis_points * (1 - axis_value_inset);
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "0",
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Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
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});
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for (int i = 1; i <= axis_points; i++)
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{
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double axisValue = i * axisValueStep;
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float position = (float)(axisValue / maxValue);
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float alpha = 1f - position * 0.8f;
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = -position / 2,
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Alpha = alpha,
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Text = axisValue.ToString("-0"),
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Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
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});
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = position / 2,
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Alpha = alpha,
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Text = axisValue.ToString("+0"),
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Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
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});
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}
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}
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private class Bar : CompositeDrawable
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{
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public Bar()
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{
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Anchor = Anchor.BottomCentre;
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Origin = Anchor.BottomCentre;
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RelativeSizeAxes = Axes.Both;
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Padding = new MarginPadding { Horizontal = 1 };
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InternalChild = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#66FFCC")
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};
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}
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}
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}
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}
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@ -1,15 +1,13 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu.Statistics;
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using osuTK;
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using osuTK.Graphics;
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@ -70,177 +68,6 @@ namespace osu.Game.Tests.Visual.Ranking
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return true;
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}
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private class Heatmap : CompositeDrawable
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{
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/// <summary>
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/// Full size of the heatmap.
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/// </summary>
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private const float size = 130;
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to <see cref="size"/>.
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/// All other points outside of the inner circle are "miss" points.
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/// </summary>
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private const float inner_portion = 0.8f;
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private const float rotation = 45;
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private const float point_size = 4;
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private Container<HitPoint> allPoints;
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public Heatmap()
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{
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Size = new Vector2(size);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
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Masking = true,
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BorderThickness = 2f,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#202624")
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}
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
|
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new Box
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{
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Anchor = Anchor.Centre,
|
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = -rotation,
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Alpha = 0.3f,
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},
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = rotation
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 10,
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Height = 2f,
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Y = -1,
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Width = 2f,
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Height = 10,
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}
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}
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},
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allPoints = new Container<HitPoint> { RelativeSizeAxes = Axes.Both }
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};
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Vector2 centre = new Vector2(size / 2);
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int rows = (int)Math.Ceiling(size / point_size);
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int cols = (int)Math.Ceiling(size / point_size);
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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Vector2 pos = new Vector2(c * point_size, r * point_size);
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HitPointType pointType = HitPointType.Hit;
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if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
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pointType = HitPointType.Miss;
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allPoints.Add(new HitPoint(pos, pointType)
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{
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Size = new Vector2(point_size),
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Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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});
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}
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}
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}
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public void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
|
||||
double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
|
||||
double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
|
||||
double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
|
||||
|
||||
float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
|
||||
|
||||
// Find the most relevant hit point.
|
||||
double minDist = double.PositiveInfinity;
|
||||
HitPoint point = null;
|
||||
|
||||
foreach (var p in allPoints)
|
||||
{
|
||||
Vector2 localCentre = new Vector2(size / 2);
|
||||
float localRadius = localCentre.X * inner_portion * normalisedDistance;
|
||||
double localAngle = finalAngle + 3 * Math.PI / 4;
|
||||
Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
|
||||
|
||||
float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
|
||||
|
||||
if (dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
point = p;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Assert(point != null);
|
||||
point.Increment();
|
||||
}
|
||||
}
|
||||
|
||||
private class HitPoint : Circle
|
||||
{
|
||||
private readonly HitPointType pointType;
|
||||
|
||||
public HitPoint(Vector2 position, HitPointType pointType)
|
||||
{
|
||||
this.pointType = pointType;
|
||||
|
||||
Position = position;
|
||||
Alpha = 0;
|
||||
}
|
||||
|
||||
public void Increment()
|
||||
{
|
||||
if (Alpha < 1)
|
||||
Alpha += 0.1f;
|
||||
else if (pointType == HitPointType.Hit)
|
||||
Colour = ((Color4)Colour).Lighten(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
private enum HitPointType
|
||||
{
|
||||
Hit,
|
||||
Miss
|
||||
}
|
||||
|
||||
private class BorderCircle : CircularContainer
|
||||
{
|
||||
public BorderCircle()
|
||||
|
@ -2,15 +2,11 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Rulesets.Osu.Scoring;
|
||||
using osu.Game.Rulesets.Osu.Statistics;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Ranking
|
||||
@ -65,128 +61,4 @@ namespace osu.Game.Tests.Visual.Ranking
|
||||
return distribution;
|
||||
}
|
||||
}
|
||||
|
||||
public class TimingDistributionGraph : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of data points shown on the axis below the graph.
|
||||
/// </summary>
|
||||
private const float axis_points = 5;
|
||||
|
||||
/// <summary>
|
||||
/// An amount to adjust the value of the axis points by, effectively insetting the axis in the graph.
|
||||
/// Without an inset, the final data point will be placed halfway outside the graph.
|
||||
/// </summary>
|
||||
private const float axis_value_inset = 0.2f;
|
||||
|
||||
private readonly TimingDistribution distribution;
|
||||
|
||||
public TimingDistributionGraph(TimingDistribution distribution)
|
||||
{
|
||||
this.distribution = distribution;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
int maxCount = distribution.Bins.Max();
|
||||
|
||||
var bars = new Drawable[distribution.Bins.Length];
|
||||
for (int i = 0; i < bars.Length; i++)
|
||||
bars[i] = new Bar { Height = (float)distribution.Bins[i] / maxCount };
|
||||
|
||||
Container axisFlow;
|
||||
|
||||
InternalChild = new GridContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Content = new[]
|
||||
{
|
||||
new Drawable[]
|
||||
{
|
||||
new GridContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Content = new[] { bars }
|
||||
}
|
||||
},
|
||||
new Drawable[]
|
||||
{
|
||||
axisFlow = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y
|
||||
}
|
||||
},
|
||||
},
|
||||
RowDimensions = new[]
|
||||
{
|
||||
new Dimension(),
|
||||
new Dimension(GridSizeMode.AutoSize),
|
||||
}
|
||||
};
|
||||
|
||||
// We know the total number of bins on each side of the centre ((n - 1) / 2), and the size of each bin.
|
||||
// So our axis will contain one centre element + 5 points on each side, each with a value depending on the number of bins * bin size.
|
||||
int sideBins = (distribution.Bins.Length - 1) / 2;
|
||||
double maxValue = sideBins * distribution.BinSize;
|
||||
double axisValueStep = maxValue / axis_points * (1 - axis_value_inset);
|
||||
|
||||
axisFlow.Add(new OsuSpriteText
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Text = "0",
|
||||
Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
|
||||
});
|
||||
|
||||
for (int i = 1; i <= axis_points; i++)
|
||||
{
|
||||
double axisValue = i * axisValueStep;
|
||||
float position = (float)(axisValue / maxValue);
|
||||
float alpha = 1f - position * 0.8f;
|
||||
|
||||
axisFlow.Add(new OsuSpriteText
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativePositionAxes = Axes.X,
|
||||
X = -position / 2,
|
||||
Alpha = alpha,
|
||||
Text = axisValue.ToString("-0"),
|
||||
Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
|
||||
});
|
||||
|
||||
axisFlow.Add(new OsuSpriteText
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativePositionAxes = Axes.X,
|
||||
X = position / 2,
|
||||
Alpha = alpha,
|
||||
Text = axisValue.ToString("+0"),
|
||||
Font = OsuFont.GetFont(size: 12, weight: FontWeight.SemiBold)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private class Bar : CompositeDrawable
|
||||
{
|
||||
public Bar()
|
||||
{
|
||||
Anchor = Anchor.BottomCentre;
|
||||
Origin = Anchor.BottomCentre;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
Padding = new MarginPadding { Horizontal = 1 };
|
||||
|
||||
InternalChild = new Circle
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4Extensions.FromHex("#66FFCC")
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user